This is just a thread for chewing fat about concepts you've found cool that have come up in your games (either deliberately as a plot point, or as tangents in random discussions).
My game is about a droid droid rights activist (who is the antagonist) who has constructed a hive mind. When negotiating with the Rebellion, a few points were raised with respect to how droids should be treated in a hypothetical republic.
If droids were given a number of votes in the senate, it couldn't be bound by either population (as droids can be mass produced) or by planets controlled (as droids don't really control planets, certainly not at the time that the players are playing). Giving them an arbitrary number of votes would edge out minor planets/races, many of whom have already existing alliances who may feel it necessary to protect them.
A lot of cultures/religions play around with the concept of the force, which droids don't interact with (well, much). Certainly, light side Jedi have absolutely no qualms with tearing apart droids willy nilly. The Jedi don't really consider droids to be alive in a real sense, and they seem to have some sort of philosophical clout in the Star Wars setting.
Culturally speaking, there would be an uphill battle, as most people view droids as slaves/peasants/source of relatively cheap labour. Even if they treat their droids nicely, that's basically the "I have a droid friend" argument.
Aside from that, we've also tried to store lightsabres in, uh, orifices to try to steal them, stolen ships from Hutts, and I've mostly been frustrated by my players not wanting to fight the bad guy.
How's your campaigns and its silly internal humour/whatever going?

If you want to use Dark Eldar in a non-standard way, you can use them as machiavellian infiltrators that are setting up the cults. You might be able to get the players to assume that Craftworld Eldar and Dark Eldar hate each other (based on other RP settings), but in actuality the Craftworlders are paying a bunch of Dark Eldar to do their dirty skulduggery. One of the points of individual Dark Eldar personalities is that they rarely care about any ideology or legacy, but more about surviving and getting their next fix, so they can easily slot in where-ever.

Hey, I'm kind of bored right now, and bustling with manic-depressive energy (for now). What helper pages would be useful for GMs for me to write. I'm looking for things that end up taking a while to look up that probably couldn't be sped up by reading the dice differently.
There are already 40k name generators out there.
I'd also want to avoid trying to save time on things where the amount of time saved would be spent on typing things into an online form.

I've created a more pragmatic and minimalistic character sheet from my experience in games. I recommend printing it on to two separate sheets of A4 paper (the backs of pages are good for buying xp or keeping campaign notes). Here's the link:
https://docs.google.com/document/d/1ytm-qnjT2ASbBlLLitCRtcOQdDpBBzlZzEwtuShtHY4/edit?usp=sharing
Here are the changes:
No background! Save on printer ink!
The XP costs for matching aptitudes for Talents, Skills, and Characteristics are on the character sheet, as are the matching aptitudes for each skill and Characteristic. No more book flipping!
The two pages are divided into a combat page and general roleplay page
There's a specific section for you to put your weapon training talents (probably a little bit large, but there should be a place).
Anyway, this is extremely bare bones, and any changes or suggestions would be welcome. I may add on a separate psyker page, as psychic powers play significantly differently from the rest of the game.

I feel like the scenario you're describing should be handled by the GM and the players, and not be a combat specific action that you can take. Roleplay that **** out, and re-write overwatch for, say, shooting people as they enter an area, garage doors opening and what have you.

Since Dark Heresy 2 reverted to DH1 damage rules, I've been working on taking the ideas presented in the damage system of the first DH2 beta rules.
At least one of the ideas cropped up in the Critical Hits system of Edge of the Empire, so it's not entirely dead. Nonetheless, it was a shame to remove that particular piece of innovation.
This isn't to say that it was perfect. We found that the critical hits looked up on the table were far more dictated by the number of wounds taken than anything to do with what you were shooting at them. Wounds also seemed rather abstract, since all they seemed to represent was a 'climbing' of the critical hits table, which didn't feel right.
Thus, not quite ready for publication, I present Dark Heresy 2: Hardboiled. The name is chosen for the system's attempt to evoke that sort of harboiled PI novel fight where two men in a bar are barely standing after hitting each other pool cues for half an hour. Gunfights are short, brutal, and is often ended by someone passing out from shock or blood loss rather than dying.
Rather than the previous abstract 'wounds', which also had the effect of being the primary determinant of injury, fatigue (the classic) is now what builds during combat. As you take hits and exert yourself, you become slower and easier to plant solid blows on. You also wind up getting worse at the things you're bad at before you drop your A game.
This all sort of comes together, but we're still working out the kinks. You can see a few entries in which I had suffered a significant amount of fatigue writing 180 different crit results. There are also a few places where I haven't gotten around to editing wording and what have you.
Find this still being worked on tract here:
https://docs.google.com/document/d/1Da34IG_d0X0Zz-02j_DOHS2C_HFY9ASpvBqz7owuiBU/edit#
Feel free to comment any corrections, doubts, or whatever else below. It may be taken into consideration. Definitely post anything you think might help with book keeping.

Brief musings on my part say that each character chooses a homeworld, background, and role which come with (among other things) an aptitude each. After that, they're relatively free to choose another three aptitudes. It does open the door to a bit of min-maxing, but is simple enough. idk

I'd like to see the old damage system worked on a bit more, though I'd prefer the majority of "random damage" coming primarily from the weapon and not from previous wounds. Or at least the ideas listed in it played around with.
I don't really see any reason why you couldn't integrate it with the old actions, half actions, reactions system, but maybe I'm missing something basic.